73 lines
2.7 KiB
C#
73 lines
2.7 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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using Newtonsoft.Json;
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namespace CommanderAILab.UI
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{
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/// <summary>
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/// Displays the active spell/ability stack (LIFO order, top of stack shown first).
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/// Hidden when stack is empty. Subscribes to GameStateManager.OnStackUpdated.
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/// </summary>
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public class StackZoneController : MonoBehaviour
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{
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[SerializeField] private GameObject stackPanel;
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[SerializeField] private Transform stackItemParent; // VerticalLayoutGroup
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[SerializeField] private GameObject stackItemPrefab;
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[SerializeField] private TMP_Text stackCountLabel;
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private readonly List<GameObject> _itemGOs = new();
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// ── Lifecycle ───────────────────────────────────────────
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private void Start()
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{
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if (GameStateManager.Instance != null)
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GameStateManager.Instance.OnStackUpdated += SetStack;
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SetStack(new List<StackItem>());
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}
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private void OnDestroy()
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{
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if (GameStateManager.Instance != null)
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GameStateManager.Instance.OnStackUpdated -= SetStack;
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}
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// ── Public API ─────────────────────────────────────────
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public void SetStack(List<StackItem> items)
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{
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// Clear existing rows
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foreach (var go in _itemGOs) if (go) Destroy(go);
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_itemGOs.Clear();
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bool hasItems = items != null && items.Count > 0;
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if (stackPanel) stackPanel.SetActive(hasItems);
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if (stackCountLabel)
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stackCountLabel.text = hasItems ? $"Stack ({items.Count})" : "";
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if (!hasItems) return;
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// LIFO — iterate in reverse so top of stack appears first
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for (int i = items.Count - 1; i >= 0; i--)
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{
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var go = Instantiate(stackItemPrefab, stackItemParent);
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go.SetActive(true);
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var view = go.GetComponent<StackItemView>();
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view?.Bind(items[i], items.Count - 1 - i);
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_itemGOs.Add(go);
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}
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}
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// ── Serializable stack item (shared with GameState) ───────────
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[Serializable]
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public class StackItem
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{
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[JsonProperty("card_name")] public string cardName;
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[JsonProperty("caster_seat")] public int casterSeat;
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[JsonProperty("targets")] public List<string> targets;
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[JsonProperty("is_ability")] public bool isAbility;
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}
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}
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}
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